In time long past the Citadel was new and innocent. As the years went on much was added to include the ability to vote and comment. Ever since then there has been prosperous periods where the votes and comments were just a tool and the Horde was happy. But subtle battles raged, sides were taken and votes were interpreted as acts of aggression. Much dread and drama followed these battles and authors were lost. So was birthed the Law of the Hammer.
Hell. A place of suffering and torment, a often used and cliche ridden place that every GM has to relate to.
Sharp thorns, tangled vines, and lost secrets.
A similar sub to Mourns Voting Practices, simply how I vote on subs/vote in general.
An item revered by the Serenia and reviled by the Fasceti.
"The shipyards, a good place to move illict cargo or lay low for a while, but that ship yard in Philly, it's not a place you want to frequent, not if you wish to keep yer skin on anyway."
A city location with a slight horror slant, suitable for any modern day horror/action setting.
The Diary of young girl who finds herself trapped in purgatory, searching salvation and trying to make sense of that which is deliberatly insane. (A prelude to the entry found in my Chasers submission.)
Ideally the creatures described within this (ongoing) sub will be detailed in turn as their own seperate submissions eventally painting a complete picture of purgatoy.
"Sorry?! There's nothing to be sorry about boy! That was a conflagration worthy of my applause, my commendation even. Now excuse me, I have to go don new robes. These are a bit...burnt."
-Circle Master Caius Aurelias, to his Apprentice Idimus
Alchemists are found in many fantasy settings. If used properly, alchemists can add unique flavor to your game. But what is the story of that powerful person standing behind the counter? Why do they sell magic? I have thirty different answers to that question.
"Anyone can draw a map, boy - there's no more difficulty in that than laying brick. What makes maps useful is when they are so proper, so precise, that they are living images of the places they represent. Encompassing knowledge of the geography, and mastery of the very space itself - that, child, is cartogramancy."
- Sage Pakpao Sasithorn, Chief Lecturer, the Ezagun-Darkbolt College of Cartogramancy
I had me a dream once. Just after I *acquired* this here knife. Only the knife was a bit shinier and I was in an alley somewhere. I dunno, maybe it was Brie or Holsten, someplace like that. Anyways, I'm walking down this alley when I comes across some dumb bloke trying to shortcut his way to market. Like *my* alley is a god-d**ned thoroughfare for just anyone!
The world was ripped apart in a great cataclysm 3,000 years ago. This is a Codex of the pocket realms created by that great sundering.
I am the mask that grins and lies
I'll hide your face and shield your eyes....
Nightmares upon the battlefield. Once thought defeated, rumors of their return have begun to spread.
She left me, I couldn't deal with it. I sat there with the barrel of the gun in my mouth for a long time before I pulled the trigger.
(Graphic Warning: Not for delicate eyes)
Similar to threads I've seen on other rpg sites, this is a collection of things I or others in my group have learned while role-playing. Feel free to add to the scroll with your memorable experiences at the table.
More cantrips for a wizard who likes options
A (fairly sketchy) outline of a one-off adventure I ran based around the (time-honoured/hackneyed) Tunguska Event of 1908. As such it is quite specific (hopefully not hackneyed) and will probably best serve as a specimen for dissection to get those parts you can use in your own adventures. But then this is an Ideas Guild after all...
A cult's theology is binding on the god involved: it is possible for that god to believe (and see, just like Winston Smith in 1984) that other gods are mythical, or jumped-up demons, or failing older spirits, even while those gods actually exist and thrive and act in the cosmos, even while working against him.